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That's an illuminating postmortem - thanks for sharing.

With regard to the hardness of puzzles - I just think the expectations of text adventure players these days are for games to be a lot more merciful. As I said elsewhere, I had a very similar experience when making a game where the required path to victory seemed blindingly obvious and well-clued (to me) but my players really struggled with it (originally, I included no puzzle-specific help or hints). Similarly, before writing it I had no substantial recent experience of playing text games (I more or less left them behind when I was, say, 14 and I'm now 44) so my intuitive idea of what difficulty level was acceptable to today's players was someway off the mark. Nowadays, if a game doesn't include a  metaphorical big red emergency escape button to get past a difficult puzzle then that in itself makes it seem quite old-school.

With the hints that you've now put in the game: they are helpful, but I'd still urge you to include (at the end, or alongside) an explicit solution if someone (like me) just really isn't getting it. For an example of such a situation: in the locked bedroom (which I got out of eventually), without any hints at all I had found the hanger, unscrewed the hook, inserted it into the door to pry the latch, found the cane and removed the cap. I then spend some time trying to LEVER HOOK, ATTACH CANE, ATTACH CANE TO HOOK, LEVER HOOK WITH CANE, ATTACH HOOK TO CANE all to no avail. The explicit thing that I had to do (which is not stated in the hints) simply escaped me. I managed to do the right thing in the end, because I felt enough investment in the game to persevere, but many other similarly puzzle-inept players would simply have given up and walked away to play something else - and never seen all the hard work that you put into the rest of the game.  I'd say that it is worth offering the last resort nuclear option ('just tell me exactly what to do so I can get to the next bit please!') to prevent that outcome.

Thanks for your post! In terms of game dev experience and age, we seem to be similar; I also did most of my text adventuring in my teens to early twenties, which was about 20 years ago. :)

Looking again at the door-opening sequence, I can see a couple of places where I could've dropped more and/or more obvious clues as to what needs to be done. I'll probably go back and modify those parts later, but I'm also thinking about writing up a full walkthrough, as you suggest, but separate from the game. I'll link to it on the game's page, and possibly offer a link within the game, maybe once all hints for an area have been exhausted.

I'm late to responding, but I am similar with my text adventure history. Played a lot in my pre-teen and teenage years.

In regards to difficulty, I knew I was going to alienate people with my unfamiliar puzzles. Although, I didn't have a hint system that showed the explicit answer in the beginning, I added that in the end. I do want people to finish the game.

And I'm glad I did. A lot of people did use the hints, and it also forms a stronger connection to the characters.